Classless OSR System Update 2
So far, things are going ok. It is a bit daunting to take the guts of an RPG system, tinker with it and roll your own, but I am still optimistic that I can make a playable classless D&D variant that is playable and still compatible with old school RPG materials. So what do I have so far? Basicall the builds for low level Fighters and Magic Users are starting to really come together. That includes variant builds of fighters. The challenges will be to see how well they scale as they level. The plan right now is to have a basic level progression that all characters follow and as they go, they use XP to buy class abilities to mix and match and make the type of character they want to play. So theoretically, there could be those that want to progress and not purchase any class abilities but they would also have very basic combat and magic capabilities. I say basic in that magic theorectically is available to anyone, but all magic has a price and only those schooled in the arts can mitigate the effects of magic. I am including the familiar Vancian system, but it'll be a bit different in that it is essentially a set of stacked abilities that allows for the creation of the more familiar D&D style magic user. I'll illustrate the point here, by going over a basic magic user build for a new character.
At character creation, each character has 2000 creation points to buy their abilities. I want to create a typical D&D 1st level magic user. All characters start with d6 hit dice - a little tougher than a typical D&D magic user, but not overbalanced for the game system. If I wanted to at this point, I could buy a better hit die (d8-d12). Hit dice buys gain more than potential hitpoints, they also increase the saving throw for constitution based saves. I'm going with attribute based saves as I wanted to make the attributes more quantitatively meaningful. For instance, why would you care that you had a 13 versus 14 in a stat? Well, it is potentially better on a saving throw for that statistic. Anyway, let's get back to our fledgling MU. Better hit dice require spending some character creation points (d8 is 500, d10 is 750 and d12 is 1000). I'm pretty ok with a d6 for my mage at this point, so I go on to look at magic options.
Theoretically, anyone can use magic, but it is a potent and unpredictable force and successful repeated use requires that one properly attunes ones mind and body to channel the fundamental forces of creation. Arcane initiate is the base ability for arcane spell casters. It allows for the understanding of the fundamentals of spellcraft and casting of 0 level spells (cantrips) without risk of misfire or magical corruption (or at least a lowered risk of it - those that start to dabble in the darker arts risk corruption even if they are schooled in it) as well as the ability to read magic (casting from spells and reading spell books). Arcane initiate costs 1000 points. As the basis of a spell caster, it isn't very exciting, but it is a start. Now, I'll need Basic Spell magic. This ability is the preparation of the caster's mind and body to allow them to cast 1st and second Degree (or level) spells without a risk of misfire or magical corruption (again excluding the darker arts). Basic Spell magic costs 250 points. While it readies my caster to be able to handle 1st and 2nd degree magic, it doesn't grant any spells at this point, merely grant the potential. The next thing I'll need is Arcane Knowledge 1st Degree at 500 ppoints. That gets me my 1st spell of the 1st degree (or more accurately, 1st spell slot since basic spell magic and arcane initiate allow for the konwledge of the spells).
So now, I've spent 1750 out of my 2000 points. I don't yet have any sort of physical combat capability yet. Probably a good idea to back that one spell up with something. So I'll choose to buy Basic Melee weaponry for 100 and basic thrown weapons for 50. This leaves me with 100 points. I look to my adventuring skill list and decide to purchase lingustics at 50 points, which allows me to use the intelligence modifier to know my max number of languages. Finally, I'll purchase lore, a progressive ability that lets me check to see if my character has a chance to know some esoteric bit of knoweledge. And then that's a wrap for the character build for a traditional D&D style magic users.
Of course I could have mixed it up a bit and chosen to simply stay with arcane initiate for cantrips (1000 points), bought a d8 hit dice to make myself a bit tougher (500), chosen defensive stance (50) and light armour (100) to gain proficiency with light armour, and basic melee weaponry (50) to have some facility with basic weapons such as spears, staves, clubs, etc., and then toughness (50) to be able to gain my constitution bonus to hit dice and brawling (50) which allows me to use my to hit modifier for strength bonuses. I'll then take up basic ranged weapons (50) for sling and dart attacks and up the ante on ranged attacks by purchasing archery (100) to get access to bows. That leaves 50 points and since in swords and sorcery settings, everyone is a bit of a rogue, I'll purchase move silently (25 points) to get a 15% base chance to move silently and hide in shadows (25) to get a base 20% chance. So now I have a somewhat sneaky archer that can use some basic magic skills to help them out.
Yeah, so that is a bit of a preview of what I'm thinking of so far. Still a lot of work to do, but it is coming along. As I said before, this is atuned to a swords and sorcery setting, so no clerics, but I am going to include hedge magic which is the basis for witchcraft/shamanism which do have some clerical abilities. I'm thinking of druidic magic as well since that fits with a swords and sorcery theme pretty well. There is going to be summoning magic, rune magic, as well as blood mgaic and necromancy. Oh, and for the more combat minded, specialisations for the fighting types such as weapons specialisation/mastery, combat manouvers, hand to hand/martial arts, etc. I'd be interested to hear what you think, so drop me a comment. Once I get more of my alpha rules fleshed out, I'm thinking of pdf'ing them and making them available to try out. Anyway, cheers and happy gaming all!
At character creation, each character has 2000 creation points to buy their abilities. I want to create a typical D&D 1st level magic user. All characters start with d6 hit dice - a little tougher than a typical D&D magic user, but not overbalanced for the game system. If I wanted to at this point, I could buy a better hit die (d8-d12). Hit dice buys gain more than potential hitpoints, they also increase the saving throw for constitution based saves. I'm going with attribute based saves as I wanted to make the attributes more quantitatively meaningful. For instance, why would you care that you had a 13 versus 14 in a stat? Well, it is potentially better on a saving throw for that statistic. Anyway, let's get back to our fledgling MU. Better hit dice require spending some character creation points (d8 is 500, d10 is 750 and d12 is 1000). I'm pretty ok with a d6 for my mage at this point, so I go on to look at magic options.
Theoretically, anyone can use magic, but it is a potent and unpredictable force and successful repeated use requires that one properly attunes ones mind and body to channel the fundamental forces of creation. Arcane initiate is the base ability for arcane spell casters. It allows for the understanding of the fundamentals of spellcraft and casting of 0 level spells (cantrips) without risk of misfire or magical corruption (or at least a lowered risk of it - those that start to dabble in the darker arts risk corruption even if they are schooled in it) as well as the ability to read magic (casting from spells and reading spell books). Arcane initiate costs 1000 points. As the basis of a spell caster, it isn't very exciting, but it is a start. Now, I'll need Basic Spell magic. This ability is the preparation of the caster's mind and body to allow them to cast 1st and second Degree (or level) spells without a risk of misfire or magical corruption (again excluding the darker arts). Basic Spell magic costs 250 points. While it readies my caster to be able to handle 1st and 2nd degree magic, it doesn't grant any spells at this point, merely grant the potential. The next thing I'll need is Arcane Knowledge 1st Degree at 500 ppoints. That gets me my 1st spell of the 1st degree (or more accurately, 1st spell slot since basic spell magic and arcane initiate allow for the konwledge of the spells).
So now, I've spent 1750 out of my 2000 points. I don't yet have any sort of physical combat capability yet. Probably a good idea to back that one spell up with something. So I'll choose to buy Basic Melee weaponry for 100 and basic thrown weapons for 50. This leaves me with 100 points. I look to my adventuring skill list and decide to purchase lingustics at 50 points, which allows me to use the intelligence modifier to know my max number of languages. Finally, I'll purchase lore, a progressive ability that lets me check to see if my character has a chance to know some esoteric bit of knoweledge. And then that's a wrap for the character build for a traditional D&D style magic users.
Of course I could have mixed it up a bit and chosen to simply stay with arcane initiate for cantrips (1000 points), bought a d8 hit dice to make myself a bit tougher (500), chosen defensive stance (50) and light armour (100) to gain proficiency with light armour, and basic melee weaponry (50) to have some facility with basic weapons such as spears, staves, clubs, etc., and then toughness (50) to be able to gain my constitution bonus to hit dice and brawling (50) which allows me to use my to hit modifier for strength bonuses. I'll then take up basic ranged weapons (50) for sling and dart attacks and up the ante on ranged attacks by purchasing archery (100) to get access to bows. That leaves 50 points and since in swords and sorcery settings, everyone is a bit of a rogue, I'll purchase move silently (25 points) to get a 15% base chance to move silently and hide in shadows (25) to get a base 20% chance. So now I have a somewhat sneaky archer that can use some basic magic skills to help them out.
Yeah, so that is a bit of a preview of what I'm thinking of so far. Still a lot of work to do, but it is coming along. As I said before, this is atuned to a swords and sorcery setting, so no clerics, but I am going to include hedge magic which is the basis for witchcraft/shamanism which do have some clerical abilities. I'm thinking of druidic magic as well since that fits with a swords and sorcery theme pretty well. There is going to be summoning magic, rune magic, as well as blood mgaic and necromancy. Oh, and for the more combat minded, specialisations for the fighting types such as weapons specialisation/mastery, combat manouvers, hand to hand/martial arts, etc. I'd be interested to hear what you think, so drop me a comment. Once I get more of my alpha rules fleshed out, I'm thinking of pdf'ing them and making them available to try out. Anyway, cheers and happy gaming all!
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